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BulletSim: add LSL function and plumbing for setting a spring
equilibrium point in the physics engine constraint.
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@@ -85,6 +85,19 @@ public sealed class BSConstraintSpring : BSConstraint6Dof
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return true;
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}
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public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
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{
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PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
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m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
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PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
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return true;
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}
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}
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}
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